4 * Copyright (C) 2010 - 2016 Leonid Kostrykin
6 * Chair of Medical Engineering (mediTEC)
7 * RWTH Aachen University
13 * Copyright (C) 2021 - 2025 Leonid Kostrykin
18uniform sampler1D colorMap;
19uniform float minIntensity;
20uniform float maxIntensity;
22in vec2 textureCoordinates;
24layout( location = 0 ) out vec4 _gl_FragColor;
29// ----------------------------------------------------------------------------------
31// ----------------------------------------------------------------------------------
35 float intensity = texture( mip, textureCoordinates ).r;
37 /* Discard fragments which are outside of the volume.
44 /* Apply intensity clipping.
47 ( intensity - minIntensity + EPS ) / ( maxIntensity - minIntensity + EPS )
50 /* Query color in `colorMap` and write result.
52 _gl_FragColor = texture( colorMap, intensity );